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Crossing The Sands News

Portrait Fix

Fixes an issue with saving and loading portrait changes made after character creation.

Game Updated

  • Added a portrait browser for selecting character portraits. It is accessible on the character sheet as a portrait icon just to the right of the character image. To browse for a file on your local system, there is now a folder icon to click instead of clicking on the character's portrait. This is also available on the character creation screen.
  • Changed the default key mapping for movement. Q and E are now strafe left and right. The quest log can now be opened with the TAB key. If you have already played the game before, you can reset your key mapping to the new one by clicking "Restore Defaults" on the controls screen accessible via the escape key menu. Depending on what you're used to, you may want to swap the A-D and Q-E mappings if those feel more normal to you. I didn't go with that because I didn't want to disrupt existing players by changing the A-D mapping they may already be used to.
  • Fixed an issue where using drag-and-drop to equip an item would break the ability to enter the character sheet again. Thank you to Axer for identifying the source of the problem.
  • The bestiary will now show resistances for enemies at the highest knowledge level, has a working scrollbar, and unique encounter monsters can be viewed. Some monsters that didn't have description text have also had it added.
  • A sound effect will now play when a character levels up.
  • Indicators will now be shown on the affected character or monster for buffs, debuffs, and magic attacks just as they're shown for physical attacks.
  • Made some changes to the weather system. Raindrop splashes look better now.
  • The level of the person identifying and the power of the item will now be a factor in identifying items. Overall it will be slightly easier and low-level items will be much easier for high-level rogues to identify.
  • Moved the popup message window higher.
  • The Italian, Polish, and Turkish language manuals have been updated.
  • Translation improvements.

Major Update - Many New Features

This update brings in a bunch of new features that were developed for Toward The Ice plus some additional game-specific changes.

Here's what's new in this release:

  • Added the ability to have a roster of "extra" characters. You can have up to 25 characters total with 6 in the party and up to 19 "extra". These extra characters will stay at an inn when not in the adventuring party, and new characters can be created at the inn. You can also delete a character. Deletion is not permanent until you save the game. I plan to add a confirmation prompt to the deletion process at some point, but there isn't one now, so be careful.
  • The option of using a pregenerated adventuring party. If you don't feel like going through the process of character creation and just want to get into the game quickly, you can start with a pregenerated party. You can always create more customized characters at the inn later and leave the pregenerated characters at the inn via the character roster.
  • A bestiary where you can view info about monsters you've encountered. The more of a monster you kill, the more info is revealed.
  • Resting in the wilderness to regain hitpoints and mana. It will require that the party be in an outdoors zone (somewhere they can camp) and have enough food in their inventory to feed everyone. While resting, there is the danger of being attacked by wandering monsters, and some or all of the party will begin combat asleep. It may be worth noting that areas can have different random encounter chances (and always could in previous releases). I may adjust the amount recovered, but currently the group will recover 6% of their mana and hitpoints per hour of rest, which means two rests will be required for a full recovery. Resting is entirely optional and you can always pay to recharge hitpoints and mana at healers and mana rechargers.
  • Since resting requires food, food shops have been added in various places throughout the game.
  • Adding notes to the map. When you discover something like buried treasure but don't have a shovel, you can add a note to the map to remind you that it's there so you can find it later. Notes are visible as the letter "N" on the map and are stored with your game save data. You can also view all of the notes from a window that can be opened from the overview map and they will be displayed as a pop-up message when you enter the location that contains them. Right now there is just basic note adding and I plan to improve the user interface so you can edit and remove notes.
  • Added footstep sounds. These can be turned on or off via the settings menu.
  • Counterattacking. When dodging or blocking, all characters will have a chance, based on combat skill and level, to swing back at the enemy. Warrior-type classes will also have a very small chance to do this during normal combat when not actively blocking or dodging. You should not expect to counterattack with low-level characters.
  • Better resistance bonuses on items that have them. They've been doubled.
  • You can now drag-and-drop items on the character sheet to equip or unequip them.
  • Some improvements to some spell sound effects.
  • Made some minor changes to a few monsters - things like resistances, hitpoints, and armor class. Don't be surprised if you notice a particular monster being slightly easier or harder to fight.
  • I broke the doors to the guardhouses in the Grand City in an earlier update. This prevented the Miscreant achievement from being unlockable. This has been fixed and you can open them now if you want to take dangerous risks.
  • Added a gateway to the Grand City and adjusted the positioning of some objects so that some rocks no longer appear to hover slightly above the ground.
  • Added a graphics quality setting to the settings on the main menu. Since this is a very low-poly game, it's not likely to affect your frame rate much - it's something more useful for the later games.
  • Added translations for the feedback form so it's easier to send feedback in every supported game language.
  • Added a loading progress bar when entering the main game. It sits at 90% for a bit and that's just the nature of how the zones load in Unity.
  • Game manuals have been updated.
  • Some translation improvements.

Minor Update

[p]Fixes an issue with completing Omar The Sage's quest.[/p]

A Small Update

This is a quick fix for a quest that I broke in the last update, and two recent changes from Navigating The Labyrinth are coming along for the ride.

  • Warriors now gain an extra attack every five levels instead of six. Thanks to JCServant for this suggestion (and others)
  • If a character has more than one status effect, hovering over their portrait on the character sheet will show all of them.
  • The last update broke getting the Ratkin Letter of Passage from the Nomad Chieftain after finishing the plateau tunnels. This has been fixed.